/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using UnityEngine;

namespace Spine.Unity.AttachmentTools
{

    public static class AttachmentCloneExtensions
    {
        /// <summary>
        /// Clones the attachment.</summary>
        public static Attachment GetCopy(this Attachment o, bool cloneMeshesAsLinked)
        {
            var meshAttachment = o as MeshAttachment;
            if (meshAttachment != null && cloneMeshesAsLinked)
                return meshAttachment.NewLinkedMesh();
            return o.Copy();
        }

        #region Runtime Linked MeshAttachments
        /// <summary>
        /// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to the AtlasRegion provided.</summary>
        public static MeshAttachment GetLinkedMesh(this MeshAttachment o, string newLinkedMeshName, AtlasRegion region)
        {
            if (region == null) throw new System.ArgumentNullException("region");
            MeshAttachment mesh = o.NewLinkedMesh();
            mesh.SetRegion(region, false);
            return mesh;
        }

        /// <summary>
        /// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader.
        /// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary>
        public static MeshAttachment GetLinkedMesh(this MeshAttachment o, Sprite sprite, Shader shader, Material materialPropertySource = null)
        {
            var m = new Material(shader);
            if (materialPropertySource != null)
            {
                m.CopyPropertiesFromMaterial(materialPropertySource);
                m.shaderKeywords = materialPropertySource.shaderKeywords;
            }
            return o.GetLinkedMesh(sprite.name, sprite.ToAtlasRegion());
        }

        /// <summary>
        /// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader.
        /// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary>
        public static MeshAttachment GetLinkedMesh(this MeshAttachment o, Sprite sprite, Material materialPropertySource)
        {
            return o.GetLinkedMesh(sprite, materialPropertySource.shader, materialPropertySource);
        }
        #endregion

        #region RemappedClone Convenience Methods
        /// <summary>
        /// Gets a clone of the attachment remapped with a sprite image.</summary>
        /// <returns>The remapped clone.</returns>
        /// <param name="o">The original attachment.</param>
        /// <param name="sprite">The sprite whose texture to use.</param>
        /// <param name="sourceMaterial">The source material used to copy the shader and material properties from.</param>
        /// <param name="premultiplyAlpha">If <c>true</c>, a premultiply alpha clone of the original texture will be created.
        /// See remarks below for additional info.</param>
        /// <param name="cloneMeshAsLinked">If <c>true</c> MeshAttachments will be cloned as linked meshes and will inherit animation from the original attachment.</param>
        /// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the Sprite size.</param>
        /// <param name="pivotShiftsMeshUVCoords">If <c>true</c> and the original Attachment is a MeshAttachment, then
        ///	a non-central sprite pivot will shift uv coords in the opposite direction. Vertices will not be offset in
        ///	any case when the original Attachment is a MeshAttachment.</param>
        ///	<param name="useOriginalRegionScale">If <c>true</c> and the original Attachment is a RegionAttachment, then
        ///	the original region's scale value is used instead of the Sprite's pixels per unit property. Since uniform scale is used,
        ///	x scale of the original attachment (width scale) is used, scale in y direction (height scale) is ignored.</param>
        ///	<remarks>When parameter <c>premultiplyAlpha</c> is set to <c>true</c>, a premultiply alpha clone of the
        ///	original texture will be created. Additionally, this PMA Texture clone is cached for later re-use,
        ///	which might steadily increase the Texture memory footprint when used excessively.
        ///	See <see cref="AtlasUtilities.ClearCache()"/> on how to clear these cached textures.</remarks>
        public static Attachment GetRemappedClone(this Attachment o, Sprite sprite, Material sourceMaterial,
            bool premultiplyAlpha = true, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false,
            bool pivotShiftsMeshUVCoords = true, bool useOriginalRegionScale = false)
        {
            var atlasRegion = premultiplyAlpha ? sprite.ToAtlasRegionPMAClone(sourceMaterial) : sprite.ToAtlasRegion(new Material(sourceMaterial) { mainTexture = sprite.texture });
            if (!pivotShiftsMeshUVCoords && o is MeshAttachment)
            {
                // prevent non-central sprite pivot setting offsetX/Y and shifting uv coords out of mesh bounds
                atlasRegion.offsetX = 0;
                atlasRegion.offsetY = 0;
            }
            float scale = 1f / sprite.pixelsPerUnit;
            if (useOriginalRegionScale)
            {
                var regionAttachment = o as RegionAttachment;
                if (regionAttachment != null)
                    scale = regionAttachment.width / regionAttachment.regionOriginalWidth;
            }
            return o.GetRemappedClone(atlasRegion, cloneMeshAsLinked, useOriginalRegionSize, scale);
        }

        /// <summary>
        /// Gets a clone of the attachment remapped with an atlasRegion image.</summary>
        /// <returns>The remapped clone.</returns>
        /// <param name="o">The original attachment.</param>
        /// <param name="atlasRegion">Atlas region.</param>
        /// <param name="cloneMeshAsLinked">If <c>true</c> MeshAttachments will be cloned as linked meshes and will inherit animation from the original attachment.</param>
        /// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the Sprite size.</param>
        /// <param name="scale">Unity units per pixel scale used to scale the atlas region size when not using the original region size.</param>
        public static Attachment GetRemappedClone(this Attachment o, AtlasRegion atlasRegion, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false, float scale = 0.01f)
        {
            var regionAttachment = o as RegionAttachment;
            if (regionAttachment != null)
            {
                RegionAttachment newAttachment = (RegionAttachment)regionAttachment.Copy();
                newAttachment.SetRegion(atlasRegion, false);
                if (!useOriginalRegionSize)
                {
                    newAttachment.width = atlasRegion.width * scale;
                    newAttachment.height = atlasRegion.height * scale;
                }
                newAttachment.UpdateOffset();
                return newAttachment;
            }
            else
            {
                var meshAttachment = o as MeshAttachment;
                if (meshAttachment != null)
                {
                    MeshAttachment newAttachment = cloneMeshAsLinked ? meshAttachment.NewLinkedMesh() : (MeshAttachment)meshAttachment.Copy();
                    newAttachment.SetRegion(atlasRegion);
                    return newAttachment;
                }
            }

            return o.GetCopy(true); // Non-renderable Attachments will return as normal cloned attachments.
        }
        #endregion
    }
}
